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Van Disaster

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Everything posted by Van Disaster

  1. Distant Object Enhancement has been suggested as a thing to test too.
  2. It was the same with me in 0.25, same tweakscale worked fine for months! and then poof.
  3. Brilliant! just needs a shuttle to dock in the mouth...
  4. Might be Tweakscale, that used to make all my RCS fire off first craft load.
  5. Even if you preloaded every asset used by every ship in your current persistence file you're still unlikely to load every asset in the game. You can stream textures in a seperate thread & gracefully insert them into the scene - might get the odd missing or blurred texture for a tiny bit but you could do it without pausing the game.
  6. Up where you spend most of the jet part of the flight the stock engines have 1230ish ISP for me, although I run KIDS in ISP fix mode. I don't think that affects jets though. Note TWR, reference area, AoA. Not the best mach 5 wing shape but it works fine, so hey whatever. I can't give any fuel fractions because it's delivering ships to Mun & has an extra tank.
  7. Maybe it shouldn't be, which is a TAC balance issue ( and also eminently changeable in TAC setup ) - being able to go a couple of weeks without food would give a reasonable chance at resupply. If food lost quality over time as well ( fresh food from a greenhouse having higher "food quality" than algae from the oxygen recycler, for instance ) that would also make it worthwhile as a seperate resource, but unfortunately the penalties we have available for degraded quality currently are too limited to bother with resource qualities like that.
  8. There's a USI mod with a tiny inflatable lifeboat around.
  9. I used NovaPunch 5m parts back in 0.22 days for a few launches - one was a 5 sat Jool launch - possibly the best rocket I've made I think - and the others were just to lift heavy components for Kerbin system ISRU work, which could probably have been done ok with smaller parts anyway. KW has 5m parts now I think?
  10. Kind-of, but having three channels for one resource means you just pick the most convenient one rather than all of them which in the end is all we do for TAC-LS anyway at present, so as TAC-condensed I'm with you on the design of this system. If we really had different gameplay channels for TAC supply I'd prefer that though. Whether that's doable or even realistic ( as I said I've not studied colonisation logistics ) is another matter. I don't know if you use the part of EPL in MKS that deals with workshop efficiency per kerbal, but maybe lack of food for a while can start modifying efficiency so engineers are less efficient even after resupply, for a while. Not sure any of the other stats mods are mature enough to look at yet.
  11. Well if we're talking multiple installs I have one that's *less* than vanilla , and a plain stock one, and one with basically FAR,KAC, Pilot Assistant and B9 wings. I developed my own packaging system for my installs anyway so they can change at will. Would be interesting to poll number of mods vs time played...
  12. Two mods I can think of: * TAC fuel balancer includes a dump option * SmartParts has a part you can attach to a tank to dump it's contents
  13. I think TAC-LS is suffering from the lack of distinct supply channels - it'd be more interesting if resupplying different parts didn't involve just using a greenhouse. I've never studied colonisation plans though so I've no idea how much of which resource we can get from which channel. IMO more distinct logistics channels are generally a good thing initially given this game is all logistics anyway, providing there's eventually some way to set up repeatable resupply if you find yourself running the same mission over and over. Space pipes, if you like. I'm in two minds about death; I launched a ship out of my orbital dockyard and burned it away, and then realised it'd taken the dockyard's entire supply of lifesupport. That brought on a panic design & launch to intercept ( not easy given it's in a huge elliptical orbit ) and I lost a kerbal on the station literally 3 mins before I managed to resupply - in the case of a go-on-strike mission I couldn't have cared less at that point, I didn't need them to do anything for a while. However I can see the gameplay issues if it'd had happened 10 years out from Kerbin also.
  14. As modded as you can get, I'd imagine. I've deleted large parts of squad stuff, optimised the rest, optimised mods, modded mods... the problem is trying to get all the functionality I want in the game by stripping mods down to bare bones so I can cram it all in feels like creating a game
  15. Well, no, you're taking a snapshot of the current situation; right at this moment I am currently heading 320, target is 305, set heading 305 right now - given the navball is what we have to use no matter what navigation system the aircraft is using - so you can start actually turning straight away without it upsetting the situation. The original problem was I had no way of knowing when I'd set 305 as a target because the setpoint was changing still. It might be a problem if all we had was a vector nav system. BTW now you fixed the altitude issue do you think you can use it for sideslip detection somehow to stop planes overbanking? I haven't quite worked out how to link everything together yet but I'm sure there must be some simple way of connecting bank & vertical speed.
  16. Memory leaks fixed and hopefully some DX11 fixes. Everything else has a mod already, so no big deal.
  17. FAR shouldn't be any harder than NEAR, it's basically the same thing anyway. If you want pitch hold, use Pilot Assistant - it has an aircraft optimised SAS as well as some aircraft-specific holds. If you want to do it in FAR use the AoA limiter & adjust the limits... New version is interesting; I took the biggest spaceplane I had with the biggest load it's managed to get to orbit so I could try out what amounts to an edge case, and it's struggling to gain altitude over 20km. Nothing is stalled so it's not that, so did any other balancing creep in? I guess it might be AoA drag given it's at 10 degrees AoA at the moment, what counts as "very high"?
  18. Yeah that definitely helps a bit. The current delay using A-D ( IE the new setpoint only gets set when you let go ) will take a little getting used to - given the target heading is an absolute I wonder if that's necessary? the direction of travel needs to match the absolute heading before it starts adjusting itself again anyway, so probably no point in waiting to start changing it.
  19. Mun station 40 ( that's it's name in the tracking station ) - was intended to be the core of a place to support Mun mining, but I suspect I will just wait for 1.0 & hope Minmus is available in DX11. Built in space at the Kerbin space dockyard & flew to Mun, so pretty much a capable ship as well in current config... also a testbed for NF electrical/solar stuff. That plane gets *everywhere*, such a publicity hound.
  20. Probably not - KSP parts usually have considerably higher dry mass than they would in real life ( unless you're using RO or some other mod that edits everything ) and we don't have the facility to custom build fuselages unless you're an actual modeller. ( I am a modeller and I still won't custom build fuselages anyway ). The X-15 is a bit wonky given what it is - basically just a rocket with control surfaces - although it's useful to note the hypersonic design features of it. My fuel criteria is "will it get to orbit", and that's it. If it's heavily loaded I might use LF droptanks because it's going to burn a fair amount just getting to altitude, but on the odd chance I do get to orbit with excess fuel I'll either leave the fuel in orbit in a tank somewhere, or just it back.
  21. Also try to keep lines on whole pixels, DXT conversion is really fond of making a blocky mess of them otherwise...
  22. Hm, let's explain another way: I'm up near the pole flying a diagonal so the target heading is changing reasonably fast and my target is about 15 deg to port; if I start changing direction using the A key I'm not quite sure when I've actually changed the target direction by 15 degrees because everything is moving. I don't think it's anything you've forgotten, it's just the relative vs absolute heading thing. There is probably a clean way of being clear here, I'd settle for another box showing me how many degrees left or right I've set myself up to steer though.
  23. If it's a little off then it's a little off, turn RCS on. If it's a lot off then moving the thrust vector is worth doing. I keep banging on about wing area because it's all that really matters - FAR isn't sophisticated enough to pay all that much attention to shape. I've paid full attention to principles of supersonic design, tried to keep as much of the craft inside the shock cone as I could ( although mach angle at mach 5 is 11 degrees and that's nearly impossible with what we have ) ... and then built gigantic forward sweep aircraft that look more like subsonic transports and had them work just as well. You don't have to worry about vortex issues because there aren't any, and so on. What you have to do is give the craft enough wing, which means a low enough wing loading. The next thing you have to do is give it enough control leverage, which is just control surface area * distance from fulcrums, and anything else is just dressing or tuning. You're building a spaceplane though, and it has to be a viable if limited envelope aircraft or you should just dump the wings and make it a rocket. First thing you need to do when you think you've built something is to take off, fly until just over mach 1, slow down, turn round and land it. Don't stick a payload in it, don't try going to space, just a simple 15 min flight. A lot of potential issues will show up just doing that. And one last thing - what AoA is the static derivative tab giving for your designs at 25km alt/Mach 4?
  24. Ok, that fixed it. Tell you what is a little awkward though, using A-D to set a direction when the target heading is changing and you're trying to fly on the navball; not quite sure of the best way to ease that.
  25. Erm... the PA vertical modes appear to be completely non-functional if SSAS is on - even if SSAS pitch hold isn't on - whether the PA control is turned on or not. Manually entering altitude & setting it via the target button also seems to have stopped working... Edit: the latter issue seems a bit intermittent, I'll have to poke at that a bit more.
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